uniform vec3 glowColor;
varying float intensity;
varying float alpha;
uniform float uOpacity;
void main()
{
    float distanceToCenter=distance(gl_PointCoord,vec2(.5));
    float pct=1.-smoothstep(0.,.5,distanceToCenter);
    vec3 color=vec3(1.)*gl_FragColor.rgb;
    vec3 glow=glowColor*intensity;
    gl_FragColor=vec4(glow,clamp(alpha,0.,1.));
    gl_FragColor=vec4(glow,pct*gl_FragColor.a);
    gl_FragColor=vec4(gl_FragColor.rgb,gl_FragColor.a*uOpacity);
    // gl_FragColor=vec4(1.,1.,0.,1.);
}